About & Skills

My name is Alexandros Delas. I live in Düsseldorf, Germany. I am a passionate gamer with first experiences in working for a professional video game developer and publisher. I have gained professional experience in designing Real-Time-Strategy game levels while working on the the award-winning AAA-title Settlers 7: Paths to a Kingdom. I have a strong background in fan/mod level design. I have created multiple WarCraft III and StarCraft II campaigns, with over 40 maps.

My goal is to reenter the games industry as an overall better designer and to achieve a leading position in game development, so I can inspire others to create awesome games.

Design

  • Level design, white-boxing, playtesting and iteration
  • Player/enemy abilities and encounters
  • Scripting for AI, in-game events and cinematics
  • Level art

Editors

  • StarCraft II
  • Warcraft III
  • Unity 3D

Programming

  • Java, C#, SQL
  • JavaScipt, Python
  • HTML, CSS, JSON, XML

Software

  • Maya
  • Photoshop, Premiere
  • MS Office, Google Docs
  • SourceTree, Sublime Text, Eclipse, Postman

The Settlers 7: Paths to a Kingdom

Real-Time Strategy | Ubisoft Blue Byte | Work Time: 13 months | level design and art

Description

The Settlers 7: Paths to a Kingdom is an award-winning kingdom building strategy game. Players create a kingdom with fortified towns and small villages where settlers produce goods. The military, economic, and research systems allow players to play the way they want. Beyond the game campaign, customizable maps, downloadable expansions and player-generated content guarantee wide-ranging experiences.

Key Features

  • Rich building and production system with brand-new graphics engine and AI
  • "Choose your way to play" strategy system: Unleash shear military power, develop superior technologies, or become the richest player on the map
  • Deep social networks integration: Invite friends from Facebook to compete with you, share your achievements and victories in real time on Twitter

External Links

Responsibilities

  • Researched and documentated landscape and doodads for style guide
  • Documented and advised on campaign accessibility, learnability, balancing, etc.
  • Created First Playable Prototype multiplayer level: Gameplay design, level art, rapid iterative prototyping, final gameplay and art.
  • Created numerous test levels before final level production phase: Gameplay design, level art design, rapid iterative prototyping, gameplay and art tests.
  • Designed gameplay, created level art, applied rapid iterative prototyping and gameplay and art tests for 5 single-player maps (01 - The Dawn of Settlements, 08 - The Foggy Fields, 09 - 100 Years of Peace, 10 - The Father’s Revenge, ▫ 11 - The Return of the Old Kind) and 2 PvP maps (Amber Coast, Glacier Vale)
  • Created level art for 2 maps (The Return of the Old King, Amber Coast) and special sectors reused in multiple maps (e.g. Monasteries, Ports, Tradeposts).

Challenges

Being my first professional job as a level designer, the most challenging aspect for me was to design levels around a game with no existing basis. A lot of design decisions (e.g. the size of the sectors) constantly needed to be re-evaluated because of the addition of a new feature. This made it necessary to remake levels regularly. My prior experience as a hobby level designer for WarCraft III helped me familiarize myself with the in-house tools more quickly. I helped improve the usability of the editor by suggesting new features (e.g. controlling the rotation of objects or more hotkeys), but it sometimes got into the way by trying to make things feel and look like WarCraft III. While the job has shaped me to become a much better level designer and level artist, it has also shown me how the focus on a single type of game (in my case WarCraft III) can lead to misconceptions about what makes good design for a different game.

StarCraft II: Primal Ascension

Real-Time Strategy | Personal | Work Time: 4 months | story, level design and art

Description

StarCraft II: Primal Ascension is a co-op map for the award-winning Real-Time-Strategy game StarCraft II. It was my entry for the Rock the Cabinet 2017 contest by Blizzard and won third place.

Key Features

  • Randomized encounters and boss fights
  • Original story about the corrupted Primal Pack Ascendants of Zerus. They seek to drain Dehaka's eggs to become the new Primal Pack Leaders
  • High quality terrain
  • Playable in two-player co-operative mode
  • Original voice acting by George Exley
  • Free to play for everyone on the StarCraft II Arcade

How to Play

Anyone who owns the free StarCraft II Starter Edition can play the map. Simply start StarCraft II, go to the Arcade tab, type in "Primal Ascension".

Direct Links

Link | EU Server: Link | Asia Server: Link | SE Asia Server: Link

External Links

Responsibilities

  • Wrote original story about corrupted primal zerg
  • Designed randomized encounters and boss fights
  • Scripted all events and ingame cutscenes
  • Created level art

Challenges

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StarCraft II: Shadow of the Xel'Naga

Real-Time Strategy | Personal | Work Time: 5.5 years | level design and art

Description

StarCraft II: Shadow of the Xel'Naga is a custom campaign for the award-winning Real-Time- Strategy game StarCraft II. Each map is unique and based on a different sub-genre of strategy games. Additionally the campaign offers co-operative gameplay. All maps can be played alone or with a friend. The story is based on the eponymous StarCraft novel, written by Gabriel Mesta.

Key Features

  • 7 highly varied maps, based on a different sub-genres of strategy games. Multiple types of objectives, units, and abilities per map
  • Story based on the novel Shadow of the Xel'Naga: A violent storm uncovers an ancient xel'naga artifact on the colony planet Bhekar Ro. All hell breaks loose when this temple calls hostile aliens
  • High quality terrain and cinematics, supported by many custom assets
  • Playable in single-player or two-player co-operative mode on 4 difficulty levels
  • Available in English and German
  • Free to play for everyone on the StarCraft II Arcade

How to Play

Anyone who owns the free StarCraft II Starter Edition can play any map of the campaign. Simply start StarCraft II, go to the Arcade tab, type in "Shadow of the Xel'Naga" or "sotx" in the search tab and you can select any of the 7 maps to create a new game. It is recommended that you start with "Chapter 1: Welcome to Bhekar Ro".

Direct Links

US Server: Mission 1 | Mission 2 | Mission 3 | Mission 4 | Mission 5 | Mission 6 | Mission 7

Update Information

Responsibilities

Challenges

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WarCraft III: The Last Guardian

Point and Click Adventure | Personal | Work Time: 1.5 years | level design and art

Description

WarCraft III: The Last Guardian is my third custom campaign for the award-winning Real-Time-Strategy game WarCraft III. The focus lies on puzzle solving and immersive storytelling. The story is based on the eponymous WarCraft novel, written by Jeff Grubb.

Key Features

  • 7 single-player maps with point & click adventure gameplay and 4 cinematic maps
  • Solve puzzles by using/combining items or talking to NPCs
  • Story based on the novel The Last Guardian: The epic tale of the powerful wizard Medivh and his struggle against the malice within him, and how it changed the world forever
  • High quality terrain and cinematics, supported by many custom assets
  • Free to play for all owners of WarCraft III and The Frozen Throne

Download and Play

Update Information

Responsibilities

  • Adapted an official WarCraft novel into a single-player campaign with elements of RPG and point & click adventures
  • Designed all levels, puzzles, enemy encounters and player abilities
  • Scripted all events and ingame cutscenes
  • Created level art for all levels

Challenges

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WarCraft III: Day of the Dragon

Real-Time Strategy | Personal | Work Time: 1.5 years | level design and art

Description

WarCraft III: Day of the Dragon is my second custom campaign for the award-winning Real-Time-Strategy game WarCraft III. It features a mix of RTS and RPG elements and a variety of choices the player can make. The story is based on the eponymous WarCraft novel, written by Richard A. Knaak.

Key Features

  • 11 single-player maps with RPG and RTS gameplay and 4 cinematic maps.
  • Initial class selection, a morality system for optional quests, and an alternate ending offer a chance for multiple playthroughs.
  • Story based on the novel Day of the Dragon: The epic tale of the human mage Rhonin, helping the Dragon Aspects against their former ally Deathwing the Destroyer.
  • High quality terrain and cinematics, supported by many custom assets.
  • Free to play for all owners of WarCraft III and The Frozen Throne.

Download and Play

Update Information

Responsibilities

  • Adapted an official WarCraft novel into a single-player campaign with RPG and RTS elements
  • Designed all levels, puzzles, enemy encounters and player abilities
  • Scripted all events and ingame cutscenes
  • Created level art for all levels

Challenges

  • ...
  • ...

WarCraft III: Lord of the Clans

Real-Time Strategy | Personal | Work Time: 2.5 years | level design and art

Description

WarCraft III: Lord of the Clans is my first custom campaign for the award-winning Real-Time-Strategy game WarCraft III. It features a mix of RTS and RPG elements and focuses heavily on the story of Thrall, the protagonist. The story is based on the eponymous WarCraft novel, written by Christie Golden.

Key Features

  • 10 single-player maps with RPG and RTS gameplay and 3 cinematic maps.
  • Varied gameplay with a mix of stealth, army warfare, and mini-games that keeps the experience fresh and fun.
  • Story based on the novel Lord of the Clans: The epic tale of the orc hero Thrall before he became Warchief of the Horde.
  • High quality terrain and cinematics, supported by many custom assets.
  • Free to play for all owners of WarCraft III and The Frozen Throne.

Download and Play

Update Information

Responsibilities

  • Adapted an official WarCraft novel into a single-player campaign with RPG and RTS elements
  • Designed all levels, puzzles, enemy encounters and player abilities
  • Scripted all events and ingame cutscenes
  • Created level art for all levels

Challenges

  • ...
  • ...

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